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Pottus
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Processingcontrol said:
Well can you at least send me your updated version of the map? I'd like to see if the fixes you made didn't change anything intentional.


Of course, I'm putting them all up as I run through them so you can review and if there is something you didn't like then I'll remove the WAD.

Check page 19 for the changes I made Processing Control.

Old Post 08-10-12 06:25 #
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Memfis
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I got stuck on MAP10. I pressed on linedef 772 but nothing happened. demo

Old Post 08-10-12 15:15 #
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Matt534Dog
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^Duly noted and fixed.

Old Post 08-10-12 17:50 #
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Processingcontrol
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In the new version of Map13 the fence here is now misaligned. Other than that I didn't notice anything wrong with the new version. Thanks Pottus!

Old Post 08-10-12 18:15 #
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Pottus
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Processingcontrol said:
In the new version of Map13 the fence here is now misaligned. Other than that I didn't notice anything wrong with the new version. Thanks Pottus!


If that is all it was then it's only a minute to fix ;)

Map01: http://www.mediafire.com/?mcaf60ji4drqzrb
- Added mountainous terrain
- Some texture alignments

Map02: http://www.mediafire.com/?gmwj1aazhhalo5d
- Fixed some of the metal panel texturing
- Re-did the grate near sector 19 so it is 1 pixel away from the edge
for alignment purposes
- Brown brick was not aligned properly
- Added a couple sectors near the exit for lights under the metal panel

Map03: http://www.mediafire.com/?cc935rr4t5xaulq
- Bricks were misaligned in some spots
- A lot of the natural rock was not aligned
- Some Upper/lower unpegged set

Map04: http://www.mediafire.com/?v193z7yj24fh489
- Re-aligned the STAR* textures since a lot of panels didn't match up with corners
- Small geometry modification on sector 104: Layout compensation
- other minor texture alignments

Map05: http://www.mediafire.com/?gm2vy54m41h28ic
- Most of this map was pretty good except for the area that uses the metal panels
- Re-aligned pretty much all those textures and added doorstop on most of the 45-degree angles
- Some minor re-lighting

Map06: No changes - Alignment was perfect

Map07: http://www.mediafire.com/?zl8ynr4atbj3u22
- The brown brick with light had tons of cut-off textures (split line-defs manual alignment)
- Small lighting enhancement around sector 18 (Gradient contrast was too high)
- A few other alignments

Map08: http://www.mediafire.com/?oxx1zb39sk89vex
- Upper/lower unpegged
- A few alignments
- A couple new lighting sectors for gradients

Map09: http://www.mediafire.com/?n3vn10rt4rv75dx
- Exit textures looked funny changed this slightly so the exitsign
is used like a material embedded in the bricks
- A lot of Stone(X) textures were not aligned correctly
- The area around sector 65 didn't have the correct sector heights
this area has been lowered slightly to eliminate the Bricks from being cut in half
- Hexagon texture in area of sector 134 had the most alignment work done

Map10: No changes

Map11: No changes

Map12: http://www.mediafire.com/?s24yvlh8mabye0b
- A few alignment tweaks

Map13: http://www.mediafire.com/?46m63264sqiur4b
- Missed upper/lower unpegged
- Large map, was numerous small mis-alignments throughout the map

Map14: http://www.mediafire.com/?rume4u9edudboxh
- A couple hundred lower/upper unpegged done on this map
- Plenty of re-alignments done as well
- This map has some areas that are > 256 segs mostly at the start (I'm not going to try and change this unless franck doesn't mind requires more single sided lines to block the excess segs)

Map15: http://www.mediafire.com/?un43q37ngjehoe3
- Nice layout but required a lot of Y-Axis alignments, some ceiling height changes and a few new sectors
- Basically Stone3 was the main culprit

Map16: http://www.mediafire.com/?85fenib5iq2iykr
- The Bstone required a bit of work in some areas
- Upper/Lower unpegged

Map17: http://www.mediafire.com/?7jl4zgr8r73v3k6
- This map had only a few upper/lower unpegged textures not set

Map18: No changes

Map19: http://www.mediafire.com/?kwezzw9wt6av6wa
- There was some really weird shit going on in this map lower unpegged was set on single sided linedefs, I've removed those flags and made sure only double sided linedefs have upper and/or lower unpegged set this solved many alignment problems I was noticing

Map20: http://www.mediafire.com/?lv7lxir1u8ik9mu
- Upper/lower unpegged set in some spots
- Manually textured the South-East area to look consistent
- Enhanced the North East exterior area
- The lights on the BigBrick didn't look right added a few sectors to use the texture as a material+lighting effect

Map21: http://www.mediafire.com/?q86ss14vtcunkc9
- GSTONE and SP_HOT1 were really out of whack
- Changed some floor / ceiling heights slightly to get a nice alignment with these textures
- Added some transition detail around sector 28
- Over all I think this one looks way better

Map22: http://www.mediafire.com/?8m8giuqcebx2iuo
- Upper/Lower unpegged
- A few texture alignments

Map23: No changes

Map24: Not in

Map25: http://www.mediafire.com/?mwaokpb3k2z9754
- Upper/Lower unpegged
- A few texture alignments

Map26: http://www.mediafire.com/?986yr67aakvpr9d
- Couple of alignments
- Fixed VPO around sector 145

Map27: http://www.mediafire.com/?zzse5bm515xywsy
- Lots of lower/upper unpegged set
- Single sided linedefs with lower unpegged set to none
- A few alignments here and there

Map28: http://www.mediafire.com/?b21854ck3cn2c7x
- This map was nearly spot on except for a handful of missing lower/upper unpegged

Map29: The layout is good but the use of Marble1 is pretty bad, Out of all the maps this one really needs the most work and would be a lot more intrusive to do than any of the other maps. If the author wants he can try and fix it, if not I'll do what has to be done on this one.

Map30: http://www.mediafire.com/?gbre6pgwrhaea19
- Some alignments
- Gradient lighting in the lava pit at start

Map31: No changes

Map32: No changes

There is all the maps so far I'll have to look at Map24 when it's done.

Last edited by Pottus on 08-11-12 at 06:18

Old Post 08-10-12 18:39 #
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Matt534Dog
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^Don't worry, I've already got it. :)

EDIT: On another note, I'm going to start multiplayer testing on Odamex with the release of the next beta.

Old Post 08-10-12 18:40 #
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purist
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Be sure to post the details here, I'd like to join in - time permitting. Was you thinking DM or Co-op because I don't remember setting DM starts or items for the two maps I worked on.

Old Post 08-10-12 18:47 #
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Matt534Dog
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Coop, then DM. I'll take care of DM starts in the meantime.

Old Post 08-10-12 18:49 #
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[WH]-Wilou84
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Cool stuff guys, I've tried some of your maps and so far it's great. :)
Things get more and more intense towards map 12 and up in terms of difficulty, once you've passed the classic-looking Doom II-themed first episode.
Map 13's Cyberdemon at the beginning was particularly nasty. :)

The new soundtrack is good, although some of the tunes are maybe too repetitive ( the one used in map 08 in particular ). Map 12's tune was a bit too loud for me.

Noticed a typo in the map 06 intermission text : "Stepping foRward slowly, you see the entry point...".

Got stuck in map 12, the lift at 8144, -944 wouldn't go down and I couldn't find a way back.

Old Post 08-11-12 11:15 #
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franckFRAG
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I also found another problem in my map, the player can be blocked in the East part of the map. And a problem for a secret door.


Pottus said:

- This map has some areas that are > 256 segs mostly at the start (I'm not going to try and change this unless franck doesn't mind requires more single sided lines to block the excess segs)



Is it a real problem? I admit not to use Chocolate-Limit to test my map, but only Chocolate-Doom 1.5 and fullscreen, and I have no problem, I have however 2,3 HOMS, but really discreet.

Ah and also, use "bsp-w32.exe" as Nodebuilder, for this map when you save. If you use "ZenNode" monsters supsended in platform in the space, don't see the player, and don't fire.

Old Post 08-11-12 13:00 #
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Processingcontrol
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Breaking the seg limit doesn't really matter as long as the HOMs aren't too noticeable.

Old Post 08-11-12 13:28 #
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Matt534Dog
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[WH]-Wilou84 said:

Cool stuff guys, I've tried some of your maps and so far it's great. :)
Things get more and more intense towards map 12 and up in terms of difficulty, once you've passed the classic-looking Doom II-themed first episode.
Map 13's Cyberdemon at the beginning was particularly nasty. :)

The new soundtrack is good, although some of the tunes are maybe too repetitive ( the one used in map 08 in particular ). Map 12's tune was a bit too loud for me.



Glad you liked it! The soundtrack is mostly unfinished, and most of it is a placeholder. We're waiting for XenoNemisis to finish it; then, we can release this thing (there's no way this is going out without the soundtrack).

EDIT: Also, big round of applause to Pottus, for double-checking our maps more thoroughly than most of us did! Now, I'm ready to release the second beta! I still haven't heard from Marnetmar, so I think someone might have to map a new MAP24.

Last edited by Matt534Dog on 08-11-12 at 18:30

Old Post 08-11-12 18:19 #
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Snakes
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Congrats on finishing this wad, everyone. Will download it to play later this evening.

CC4 might have really been the start of Doom's megawad season this year. I can think of two more potential releases towards years-end off the top of my head... no wait, 3 more. Heh.

Old Post 08-11-12 19:41 #
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kmxexii
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Looking forward to another great release. A lot of talent I like here and new guys I'm not familiar with. Keep up the good fight!

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Old Post 08-11-12 20:09 #
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Matt534Dog
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Well, here's the next beta: http://matt534dog.webs.com/Interception%20Beta%202.zip

Changelog:
-Included all of Pottus' visual adjustments.
-Fixed a bug in MAP10 where a platform would not raise correctly.
-Fixed a bug in MAP12 where a lift would not work.
-Fixed a typo in the .deh file.

Also, could someone set up an Odamex server for the next beta? I can't seem to get it working right.

Last edited by Matt534Dog on 08-13-12 at 19:36

Old Post 08-11-12 21:40 #
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valkiriforce
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Matt534Dog said:
I still haven't heard from Marnetmar, so I think someone might have to map a new MAP24.

You're kidding, really? If it really becomes a problem I have a map that could occupy 24; but I don't want to rob Marnetmar of his slot unless he really doesn't have anything else to contribute.

Old Post 08-11-12 22:00 #
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Memfis
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Matt534Dog said:
-Fixed a bug in MAP10 where a platform would not raise correctly.

What was the cause of this anyway? I can't figure it out.

Old Post 08-11-12 22:47 #
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Matt534Dog
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^I think it had something to do with the corner of the platform being connected to the corner of the ceiling beside it.

Old Post 08-12-12 02:28 #
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Razen
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Huh, I could have sworn I tested that lift with Chocolate Doom ... I guess not.

Thanks for fixing it, Matt.

Old Post 08-12-12 02:54 #
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Pottus
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franck: It is pretty minor, although I thought I should point it out since it's a vanilla WAD SEG Limit would be nice to see fixed.

Mattdog: Good job on getting out Beta 2 quickly, and I was more than happy to go through each map it definitely saved the project a lot of time. The good thing is I was really happy with the layouts of all the maps a few maps did indeed have some pretty bad alignments so I hope my efforts have brought the quality of the aesthetics to a higher level of consistency.

So, this brings me to Map29, Good layout interesting design but the MARBLE1 texturing makes it horrendously ugly I mentioned it will take a lot of work that is more intrusive than what was done with all the other maps. It will have to be fixed one way or another but I want the author to be made aware since I would feel bad changing his work to the degree required if he's really passionate about his maps and wants to do it himself.

Old Post 08-12-12 04:06 #
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Pottus
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Deleted

kmxexii:

I'm assuming that person is banned then?
Thanks for the heads up!

Last edited by Pottus on 08-12-12 at 04:30

Old Post 08-12-12 04:15 #
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kmxexii
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Pottus said:
Posting an E-Mail received.


Don't do that, it's circumventing mod restrictions

Old Post 08-12-12 04:24 #
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Archy
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kmxexii said:
Don't do that, it's circumventing mod restrictions

Wait... what happened here?

EDIT: @kmxexii: Ahh, makes sense. Thanks for clearing up the confusion.

Last edited by Archy on 08-12-12 at 07:48

Old Post 08-12-12 06:58 #
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kmxexii
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Archy said:

Wait... what happened here?



MegaDoomer was losered. The only place he is allowed to post is in the Losers forum. Posting an email from him (which Pottus did in good faith) is essentially a circumvention of that restriction, as what happened with Sigvatr's review of Doom the Way id Did, which is now in Post Hell. If you care to pass on his communique, do so via other channels.

Note: I do not have anything against MegaDoomer (or his various sock puppets).

Old Post 08-12-12 07:29 #
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PRIMEVAL
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I assume Map05's music is currently just placeholder? I'm pretty sure Xeno didn't make it :P Played a few levels here and there at random, enjoying it so far. However Map30 seems to be about as easy as the original Map30, maybe easier. Only 2 rockets to kill the Icon seems to be a bit lackluster, and even the monsters don't seem to pile up on you as much as in the original Map. Think it could be made a little harder? Just seems like an easy climax to this WAD, imo.

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Old Post 08-12-12 14:49 #
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Olympus
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Wow....just wow. Some of these maps are seriously amazing looking, especially the later hell levels. Amazing job team, I look forward to playing through this more thoroughly!

Old Post 08-12-12 15:32 #
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purist
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Played a little co-op on the first 9 maps. Very good overall, especially the first 4 Matt levels. MAP06 and MAP07 were a bit switch heavy and unintuitive for my taste but then I do have hopeless orientation.

Old Post 08-12-12 15:55 #
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jerrysheppy
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The most recent download link appears to be broken at this time.

Old Post 08-12-12 22:59 #
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C30N9
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Is this the golden year of Doom?

Been waiting for this.

Old Post 08-13-12 03:54 #
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Avoozl
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I don't know if this has been addressed already but I found an issue with MAP08 and I am not too sure if it happened after I hit a particular switch or not. http://www.mediafire.com/view/?vb2d...z626h17a0h71wwt

Old Post 08-13-12 14:43 #
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